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[G] Synystyr's TvZ 0/3 Hellion/Thor Build - Page 8

Forum Index > StarCraft 2 Strategy
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Ponyo
Profile Blog Joined January 2011
United States1231 Posts
June 15 2011 19:54 GMT
#141
You and your annoying builds bro
Its Really effective, as a Zerg I have a tendency to throw away units into big balls hoping the best. You can also use your rax to scout, but it kinda gives away the whole secrecy to the build, unless you were already scouted. And make sure to keep your 2 rax units alive as long as possible.
ponyo.848
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-06-15 23:56:15
June 15 2011 23:48 GMT
#142
I'm starting to fall in love with this build...you max out really fast, and if Zerg stays on ling/bling/muta you should always win with good micro. That plus while you sit there and macro you can use hellions to kill a crapton of drones and lings.
All we have to decide is what to do with the time that is given to us.
rebotfc
Profile Joined March 2011
United Kingdom144 Posts
June 16 2011 03:09 GMT
#143
how are folks dealing with roaches with this build, I'm finding after 15 minutes they are upgraded enough to tear thors apart?
JiSu
Profile Joined August 2010
Korea (South)140 Posts
June 16 2011 03:22 GMT
#144
Oh my God! Thank you! I have no idea what to do with Zerg anymore! I lost 15 straight games to zerg on the same freaking map today! Thanks bajillion times
EnsisRaizo
Profile Joined February 2011
25 Posts
June 16 2011 03:46 GMT
#145
First: I have no problem with him naming this build after himself, primarily because I read this thread sonce it had his name on it.

Second: while i think there are definite ways to beat this build, I believe it is very strong and requires way more work out of a zerg player for him to break it.

Third: I'm in plat so my word isn't worth much, but don't rag on Synystyr he is really helpful and trying to improve the community. Thanks mate.
Sevenofnines
Profile Joined May 2010
United States167 Posts
June 16 2011 04:26 GMT
#146
On June 16 2011 08:48 Scila wrote:
I'm starting to fall in love with this build...you max out really fast, and if Zerg stays on ling/bling/muta you should always win with good micro. That plus while you sit there and macro you can use hellions to kill a crapton of drones and lings.


This is a bit of an underappreciated fact about this build. I noticed in all of his replays that he basically stays even with the Zerg in food count and even occasionally pulls ahead. This lasts all the way up until maxed. Under the more standard Marine/Tank/Medi play the Terran often finds himself 20-30 food behind during the mid-game. With this build, you basically go neck and neck with Zerg production so your 200 food push occurs when most Zergs will only expect you to have ~170 or so food.
Kraelog
Profile Joined April 2010
Belgium194 Posts
June 16 2011 07:03 GMT
#147
On June 16 2011 02:27 Synystyr wrote:

I'm not gonna argue too much because you do have a lot of valid points but also a bunch that I have addressed in previous posts. For the most part, I feel confident enough in my macro, game sense and army composition to deal with any assortment of units, even those that are meant to "hard counter" what I have. It's not as simple as X beats Y in this case.

My confidence lies in Ghosts, armored mech units and auto-repair. It makes for a deathball similar to Protoss, where it takes more than one wave of units to overcome and you can't just directly hard counter it as you like to.



I believe you are sidestepping the discussion. Naturally if you feel you're skilled enough to adapt to any opposing composition with strong macro you're in a good position. And pure mech is a valid tactic against Zerg.

But that doesn't mean it does not have specific weaknessess which should be adressed if the goal of your original post is to provide everyone with a valid original TvZ build. Simply stating that you feel comfortable beating Zerg with this composition because your own skills are superior is not a valid argument in discussing the merits of this strategy.

P.S. what do you mean with "can't just directly hard counter it as you like to"?
Treehead
Profile Blog Joined November 2010
999 Posts
June 16 2011 14:02 GMT
#148
On June 16 2011 16:03 Kraelog wrote:
Show nested quote +
On June 16 2011 02:27 Synystyr wrote:

I'm not gonna argue too much because you do have a lot of valid points but also a bunch that I have addressed in previous posts. For the most part, I feel confident enough in my macro, game sense and army composition to deal with any assortment of units, even those that are meant to "hard counter" what I have. It's not as simple as X beats Y in this case.

My confidence lies in Ghosts, armored mech units and auto-repair. It makes for a deathball similar to Protoss, where it takes more than one wave of units to overcome and you can't just directly hard counter it as you like to.



I believe you are sidestepping the discussion. Naturally if you feel you're skilled enough to adapt to any opposing composition with strong macro you're in a good position. And pure mech is a valid tactic against Zerg.

But that doesn't mean it does not have specific weaknessess which should be adressed if the goal of your original post is to provide everyone with a valid original TvZ build. Simply stating that you feel comfortable beating Zerg with this composition because your own skills are superior is not a valid argument in discussing the merits of this strategy.

P.S. what do you mean with "can't just directly hard counter it as you like to"?


I read "can't just directly hard counter it as you like to" as "there is no clear zerg response which is strictly better than this." I.e. when terran sees roaches, they think "I could probably use some marauders here" - as zerg, there isn't a clear reaction like this that he knows of to seeing ghost/mech the way he's playing it.

The extent of everyone's testing is limited. He hasn't run into an opponent who beat him in a way that made him say "the only way I could beat that is by not having chosen to go ghosts/mech". What do you expect him to say? Would you like him to theorycraft a zerg composition or tactic that would make him cry? He's not sidestepping anything, he's saying he isn't aware of any glaring weaknesses. That doesn't mean that there aren't any, but that's all he can really say.

Also, if you watch his replays, he's clearly a solid player - but he's also clearly not in the same category as someone like MMA, MK or MVP. It could be the case that his strategy is amazing, but sometimes he loses just because he's not in the same ballpark as some of the pros.

PS - I mean no offense here, just saying that sometimes when people are wondering "what beats this", sometimes it feels like the answer is "someone who plays better than I did".
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
June 16 2011 16:21 GMT
#149
On June 16 2011 02:27 Synystyr wrote:
Show nested quote +
On June 15 2011 23:40 Thrombozyt wrote:
In the beta, there was a time before the magic box maneuver. During that time, marauder/BFhellion/thor was a brutal composition. With magic box, the strategy died, because mutas could kill it. If you tried to swap out marauder with marines, the composition died to roach/infestor.

The biggest hole in this strategy is your wall. The way you set up your wall mean you will die to 6+ banes and mass speed lings. The bust means that a hole in your wall is created through which lings can stream in. Once they are in, you are in trouble, because they are out of range of the bunkers and in your natural mineral line.

I don't know the exact timings of your build and thus it would be great if you could provide a replay of your build against 2 base baneling aggression Kyrix style. I feel that Griffith 4 OC style has the same problems for the same reason, so I wonder how you manage to overcome those problems.

Nevertheless a nice guide (though I'm not convinced of the strategy). It got me started thinking about double expanding vs Zerg on the maps you pointed out (minus Tal Darim, because that's just 'hope based play' as Day[9] puts it) and maybe reviving the old Thor/hellion/marauder mix and substituting marauder with ghosts.

Also:
1) I would defenitly go double armory and get attack as well as armor. While it doesn't directly change the number of hits for thors, you will always have support fire, that will help you reach those break points in the hit numbers and also it's one hit less for overlords per upgrade (9/8/7/6) and +2 is a huge break as you need 1 less hit to kill mutas.
2) Ghosts seem to be the perfect complement, as they deal with the infestor and mutas (the problem of marauder/hellion/thor)
3) Turtle to 200 is rarely a good thing against Zerg. Why not use the hellions to contest map control?


With the new light shone on the fact that NPed units lose their upgrades, I see no reason not to get upgrades but I don't think it's worth a double Armory for it, since +2 is the breaking point and would take so long to reach even with a second Armory that I would prefer an extra Ghost or something. I'm honestly just very lazy with my Hellions (not the best multitask in the world xD). There's no reason not to use them to contest map control. I just worry about Mutas or Roaches catching them off guard.

I've definitely gone up against Kyrix-style baneling busts and held them off easily, the wallin is much sturdier than it looks. Unfortunately those replays were from a while ago, so I'll upload more recent ones as the situations arise.


Actually there are more breakpoints than the +2 against mutas, if you calculate, how many attacks a hellion needs to finish of a roach that has been hit by a thor twice:
+0: 4/5/7/9
+1: 2/3/4/5
+2: 1/1/2/2
+3: 0/0/0/1

Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 16 2011 16:36 GMT
#150
On June 16 2011 12:09 rebotfc wrote:
how are folks dealing with roaches with this build, I'm finding after 15 minutes they are upgraded enough to tear thors apart?


How's your snipe micro? Because believe it or not, that really plays a larger role in the initial engagement than you would believe. If you're not sniping like that way it is mentioned in this thread, then you are executing the attack subpar.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=155732

Along with auto-repair, you should be okay. Don't be stingy on the amount of SCVs you bring.

On June 16 2011 23:02 Treehead wrote:
Show nested quote +
On June 16 2011 16:03 Kraelog wrote:
On June 16 2011 02:27 Synystyr wrote:

I'm not gonna argue too much because you do have a lot of valid points but also a bunch that I have addressed in previous posts. For the most part, I feel confident enough in my macro, game sense and army composition to deal with any assortment of units, even those that are meant to "hard counter" what I have. It's not as simple as X beats Y in this case.

My confidence lies in Ghosts, armored mech units and auto-repair. It makes for a deathball similar to Protoss, where it takes more than one wave of units to overcome and you can't just directly hard counter it as you like to.



I believe you are sidestepping the discussion. Naturally if you feel you're skilled enough to adapt to any opposing composition with strong macro you're in a good position. And pure mech is a valid tactic against Zerg.

But that doesn't mean it does not have specific weaknessess which should be adressed if the goal of your original post is to provide everyone with a valid original TvZ build. Simply stating that you feel comfortable beating Zerg with this composition because your own skills are superior is not a valid argument in discussing the merits of this strategy.

P.S. what do you mean with "can't just directly hard counter it as you like to"?


I read "can't just directly hard counter it as you like to" as "there is no clear zerg response which is strictly better than this." I.e. when terran sees roaches, they think "I could probably use some marauders here" - as zerg, there isn't a clear reaction like this that he knows of to seeing ghost/mech the way he's playing it.

The extent of everyone's testing is limited. He hasn't run into an opponent who beat him in a way that made him say "the only way I could beat that is by not having chosen to go ghosts/mech". What do you expect him to say? Would you like him to theorycraft a zerg composition or tactic that would make him cry? He's not sidestepping anything, he's saying he isn't aware of any glaring weaknesses. That doesn't mean that there aren't any, but that's all he can really say.

Also, if you watch his replays, he's clearly a solid player - but he's also clearly not in the same category as someone like MMA, MK or MVP. It could be the case that his strategy is amazing, but sometimes he loses just because he's not in the same ballpark as some of the pros.

PS - I mean no offense here, just saying that sometimes when people are wondering "what beats this", sometimes it feels like the answer is "someone who plays better than I did".


I absolutely could not have answered the question better myself. This pretty much sums up how I feel about this matchup, the build I use and my shortcomings with it. Nicely done!

On June 17 2011 01:21 Thrombozyt wrote:
Show nested quote +
On June 16 2011 02:27 Synystyr wrote:
On June 15 2011 23:40 Thrombozyt wrote:
In the beta, there was a time before the magic box maneuver. During that time, marauder/BFhellion/thor was a brutal composition. With magic box, the strategy died, because mutas could kill it. If you tried to swap out marauder with marines, the composition died to roach/infestor.

The biggest hole in this strategy is your wall. The way you set up your wall mean you will die to 6+ banes and mass speed lings. The bust means that a hole in your wall is created through which lings can stream in. Once they are in, you are in trouble, because they are out of range of the bunkers and in your natural mineral line.

I don't know the exact timings of your build and thus it would be great if you could provide a replay of your build against 2 base baneling aggression Kyrix style. I feel that Griffith 4 OC style has the same problems for the same reason, so I wonder how you manage to overcome those problems.

Nevertheless a nice guide (though I'm not convinced of the strategy). It got me started thinking about double expanding vs Zerg on the maps you pointed out (minus Tal Darim, because that's just 'hope based play' as Day[9] puts it) and maybe reviving the old Thor/hellion/marauder mix and substituting marauder with ghosts.

Also:
1) I would defenitly go double armory and get attack as well as armor. While it doesn't directly change the number of hits for thors, you will always have support fire, that will help you reach those break points in the hit numbers and also it's one hit less for overlords per upgrade (9/8/7/6) and +2 is a huge break as you need 1 less hit to kill mutas.
2) Ghosts seem to be the perfect complement, as they deal with the infestor and mutas (the problem of marauder/hellion/thor)
3) Turtle to 200 is rarely a good thing against Zerg. Why not use the hellions to contest map control?


With the new light shone on the fact that NPed units lose their upgrades, I see no reason not to get upgrades but I don't think it's worth a double Armory for it, since +2 is the breaking point and would take so long to reach even with a second Armory that I would prefer an extra Ghost or something. I'm honestly just very lazy with my Hellions (not the best multitask in the world xD). There's no reason not to use them to contest map control. I just worry about Mutas or Roaches catching them off guard.

I've definitely gone up against Kyrix-style baneling busts and held them off easily, the wallin is much sturdier than it looks. Unfortunately those replays were from a while ago, so I'll upload more recent ones as the situations arise.


Actually there are more breakpoints than the +2 against mutas, if you calculate, how many attacks a hellion needs to finish of a roach that has been hit by a thor twice:
+0: 4/5/7/9
+1: 2/3/4/5
+2: 1/1/2/2
+3: 0/0/0/1



Yes, common mistake is that people only regard breaking points for upgrades when it is a "1v1" unit style fight. There are a total of 5-6 different units in my push (Marine, Ghost, Thor, Hellion, SCV and possibly Marauder) and they all deal and take different amounts of damage. In the grand scheme of things, attack upgrades increase DPS globally through all the affected units. This does leave a little more room for overkill to happen, but with SC2 AI, this happens less often than one would believe.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
OmegaKnetus
Profile Blog Joined October 2010
Germany431 Posts
Last Edited: 2011-06-17 18:29:36
June 17 2011 18:29 GMT
#151
Hi Synystyr, I'm a platinum terran and I already use your TvP build on bigger maps, so I decided to try this one, too!

I feel like this build lets you be on par with the zerg macro and you max out really fast.

If they don't find your expo until later, you'll have a pretty good econ with all those mules.


Would you be so kind and watch those two replays? I think my timings are a bit off, so any advice is apreciated.

http://www.sc2replayed.com/replay-videos/6063

http://www.sc2replayed.com/replay-videos/6064

Thank you
Ghyslyn
Profile Joined September 2010
Canada130 Posts
June 18 2011 21:27 GMT
#152
Hey, I'm bloody confused as to how you get your third on Shakuras to the blue position.

You say to build it in-base, then float it over? The damn thing takes like 3 minutes to get there and is scouted by anything and everything.

How do you honestly justify the blue position being better than the red position for close air?
베이컨
Sevenofnines
Profile Joined May 2010
United States167 Posts
June 18 2011 22:01 GMT
#153
On June 19 2011 06:27 Ghyslyn wrote:
Hey, I'm bloody confused as to how you get your third on Shakuras to the blue position.

You say to build it in-base, then float it over? The damn thing takes like 3 minutes to get there and is scouted by anything and everything.

How do you honestly justify the blue position being better than the red position for close air?


He builds it in the bottom main and floats it from there.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-06-19 01:18:39
June 19 2011 01:07 GMT
#154
Basically every Zerg that stays on Muta/ling/bling too long (like they all used to) automatically dies to this build, any smart Zerg immediately goes infestor/x and hard counters you. I've tried adding ghosts but it didn't matter at that point because they had like 10 ultras out. Neural Parasite is the biggest problem, they just NP all your thors behind their line of ultra or roach, and you can't do jack shit about it.
All we have to decide is what to do with the time that is given to us.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-06-19 01:30:38
June 19 2011 01:27 GMT
#155
On June 19 2011 10:07 Scila wrote:
Basically every Zerg that stays on Muta/ling/bling too long (like they all used to) automatically dies to this build, any smart Zerg immediately goes infestor/x and hard counters you. I've tried adding ghosts but it didn't matter at that point because they had like 10 ultras out. Neural Parasite is the biggest problem, they just NP all your thors behind their line of ultra or roach, and you can't do jack shit about it.

The problem is not many zergs stay on muta sling bling. They know it has a shelf life unless they completely commit to mutas, with upgrades. The problem ensues for them when terran go thor heavy. Most go marine tank medic with 1-3 thors, just for skirting protection. Upon scouting more than that, the logical response is roaches, infestors, and broods if he's on tanks with the thors.

A lot of people don't think reaction is a thing that makes a zerg better, and that macro is where it's at. Being able to read and react to the terrans army composition with those 450 mph accel mutas is where it's at -- it's where and when you learn you have to knock the thor count down, and swap to roach infestor. NP + roach DPS rolls over thors whole heartedly.


And to everyone talking about maxing out being a positive thing. Why is max out speed so important to you, if you have all slow beefy mech units? You don't have the ability to control the zerg, or the map with just hellions. With mid-late game creep spread (the time you'd push) they could feesibly have half the map, mineral and creep wise.

The reason marine tank is so solid as a basis is because of the mobility of marines, and the sheer force and panic tanks cause for zergs. As you slow push with marine tank, you use other groups to be mobile map controllers. Pick off OLs, snipe expos, drop in main to harass and cause just disarray with unit placement. Drops don't always have to do epic damage to be effective.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
policymaker
Profile Joined September 2010
Greece152 Posts
June 19 2011 01:44 GMT
#156
On June 19 2011 10:07 Scila wrote:
Basically every Zerg that stays on Muta/ling/bling too long (like they all used to) automatically dies to this build, any smart Zerg immediately goes infestor/x and hard counters you. I've tried adding ghosts but it didn't matter at that point because they had like 10 ultras out. Neural Parasite is the biggest problem, they just NP all your thors behind their line of ultra or roach, and you can't do jack shit about it.



actually ghost snipe takes care of infestors, its the mass roach im more afraid of, cause even if u have a lot of ghosts u have to land every single snipe to try counter the roaches.
Hardcore gamer/Hellenic Community Enthusiast
micjmac
Profile Joined September 2010
42 Posts
June 20 2011 01:04 GMT
#157
Just curious what build you are using on open naturals if you haven't really heavily tested the 1OC expand build.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
June 20 2011 02:56 GMT
#158
On June 20 2011 10:04 micjmac wrote:
Just curious what build you are using on open naturals if you haven't really heavily tested the 1OC expand build.


It's not that I haven't heavily tested it (It's the most powerful 2 base all-in I know of), I just don't have recent replays of it that I have saved. I do now and I'll get them up ASAP
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
IronWolf
Profile Blog Joined October 2009
South Africa315 Posts
June 20 2011 19:36 GMT
#159
Hi Synystyr - question

Thanks for the good build man! Been practicing it against some people and it works well.

Do you have a replay to deal with the 7RR. I got busted recently with this build and was wondering if you change anything to handle this. Pretty much get my 2 expansions up and fill 2.5 bunkers. My wall was def not correct since the roaches could walk past...which I can fix in future. Just wondering if that was the absolute cause for the loss or if the build needs a modification when scouting this.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-06-20 20:19:33
June 20 2011 20:17 GMT
#160
On June 20 2011 11:56 Synystyr wrote:
Show nested quote +
On June 20 2011 10:04 micjmac wrote:
Just curious what build you are using on open naturals if you haven't really heavily tested the 1OC expand build.


It's not that I haven't heavily tested it (It's the most powerful 2 base all-in I know of), I just don't have recent replays of it that I have saved. I do now and I'll get them up ASAP

Solve that excuse with getting and running sc2gears. Odd you don't have many replays of it. I don't play much at all. 150 games or so on NA, 100 on EU and somehow I can still get you 10-15 TvZ reps of strats that I run. Just get into sc2gears. You can make the reps named PlayerXvPlayerY-XvX-Mapname-date

If you already have it, then autoloss me. And for an open natural build? I'd reccomend a marine hellion elevator, to be honest. I know I always push it, but you don't invest in infantry. Get a starport + medic for drop / future drops. Does good econ damage with marines sniping queen, BF on slings and drones. From there, you can easily 2-3 fac siege expo safely if you follow up the elevator with just a little viking or banshee harass to keep them further busy.

Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
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